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The Unchallenge A forum for "unchallenges" where users can post models or an idea so that the group can work together to solve the problem, develop new techniques and share thoughts about a particular topic. Kind of like a challenge but without a deadline.

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Old September 24th, 2004   #21 (permalink)
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Default Re: Let There Be Architectural Glass

bloody daft americans

in the UK pants are what you wear around your happy bits. pants, underpants, boxers, keks, bunddies, gritts, skidtraps etc etc, take ur pick

and if something is described as 'pants', it's slang for describing something as fairly crap.
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Old September 24th, 2004   #22 (permalink)
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Default Re: Let There Be Architectural Glass

What a comprehensive definition.
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Old September 24th, 2004   #23 (permalink)
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Default Re: Let There Be Architectural Glass

Quote:
Originally Posted by STRAT
and if something is described as 'pants', it's slang for describing something as fairly crap.
So a 'pants off' situation would be a good thing, now wouldn't it?
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Old September 24th, 2004   #24 (permalink)
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Default Re: Let There Be Architectural Glass

"Pants" being much more colorfully descriptive, sure beats the vernacular around here. Which would go something like this:

C4D to Dxf and AutoCad, ya der ana hey... ana....hey?
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Old September 25th, 2004   #25 (permalink)
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Default Re: Let There Be Architectural Glass

A Max version, using the LP file-THANK YOU!!!!!!

Standard Material opacity 2, Diffuse color as imported on LP material. Used a falloff with raytrace reflection on the front:Side slot frensel type, in the Reflection Map area- amount set to 37.

MR renderer FG 100 samples, sun form Ernests file and new sky. No exposure control. Exterior as rendered, interior adjusted for exposure in PS - shadows/highlights.

This seems to be doing the right stuff, transparency in shadow, reflection in specular, interior illumination lights and GI allow for better transparency, and teh viewing angle of incidence causes a range of higher reflective quality at low viewing angles - frensel.

Now to see how to duplicate something like this in C4D.
Attached Images
File Type: jpg glass02.jpg (55.8 KB, 197 views)
File Type: jpg glass03.jpg (65.8 KB, 112 views)
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Old September 25th, 2004   #26 (permalink)
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Default Re: Let There Be Architectural Glass

Thanks Ernest for spending the time to set up the scene and starting this thread.

Here's my try using C4D. I'm still trying to come to grips with the fallof settings but I think the results are OK. I kept things fairly simple and left alone all the colors and only tried different glass settings. These renders all took less than 5 min on a P4 2.8Ghz.
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File Type: jpg Glass_Test1_3min_42sec.jpg (79.5 KB, 142 views)
File Type: jpg Glass_Test2_3min_23sec.jpg (89.4 KB, 74 views)
File Type: jpg Glass_Test3_4min_30sec.jpg (62.3 KB, 89 views)
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Old September 25th, 2004   #27 (permalink)
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Default Re: Let There Be Architectural Glass

Jorbu

Looks good! Only thing imho is the brightness of the reflections, they almost equal the actual values being reflected. Observations of glass is that the reflections tend to be 5-20% darker than actual values of what is being reflected, depending upon "mirror" effect. 5% would be for coated / mirrored glass and generally 15% for a tinted "architectural" glass.

C4d you can adjust the mixing values for specular and the reflection to have this happen. Being fairly new to C4D try it and don't quote me on it.

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Old September 26th, 2004   #28 (permalink)
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Default Re: Let There Be Architectural Glass

Ernest,
thanks for your model, it works well,
this two are my renderings using C4D,
rendering time just few mins each.
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File Type: jpg GlassTest1a.jpg (95.2 KB, 102 views)
File Type: jpg GlassTest2a.jpg (81.1 KB, 71 views)
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Old September 26th, 2004   #29 (permalink)
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Default Re: Let There Be Architectural Glass

and now for something completely different : lightwave

background radiosity, raytracing and background reflections, one key light, one fill light, both area lights. rendered with fprime, around 30 iterations means approx. 10 minutes.

an issue with glass which i don't have time to pursue is the rendering of refraction. glass does have volume and lw's refraction calculations consider that. in the sense that a glass panel of a simple poly will not "realistically" refract what's behind it. in lw we create an additional, invisible "air" poly behind the glass in order to get the best refraction. useful if you're doing a closeup of a glass of wine or a glass tabletop. for some windows, seems a bit excessive. is this the case with other packages?

thx to ernest for his time in creating this. very useful to test and learn.
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File Type: jpg glasstest_001.jpg (98.9 KB, 178 views)

Last edited by MooseDog; September 26th, 2004 at 08:38 AM.
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Old September 27th, 2004   #30 (permalink)
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Default Re: Let There Be Architectural Glass

A quick test in LightWave.

Only concentrated on the glass. I'll tidy up the other materials and the car later.
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